using System;
using System.Collections;
using Server;
using Server.Mobiles;
using Server.PathAlgorithms;
using CalcMoves = Server.Movement.Movement;
using MoveImpl = Server.Movement.MovementImpl;

namespace Server.PathAlgorithms.FastAStar
{
	public struct PathNode
	{
		public int cost, total;
		public int parent, next, prev;
		public int z;
	}

	public class FastAStarAlgorithm : PathAlgorithm
	{
		public static PathAlgorithm Instance = new FastAStarAlgorithm();

		private const int MaxDepth = 300;
		private const int AreaSize = 38;

		private const int NodeCount = AreaSize * AreaSize * PlaneCount;

		private const int PlaneOffset = 128;
		private const int PlaneCount = 13;
		private const int PlaneHeight = 20;

		private static Direction[] m_Path = new Direction[AreaSize * AreaSize];
		private static PathNode[] m_Nodes = new PathNode[NodeCount];
		private static BitArray m_Touched = new BitArray( NodeCount );
		private static BitArray m_OnOpen = new BitArray( NodeCount );
		private static int[] m_Successors = new int[8];

		private static int m_xOffset, m_yOffset;
		private static int m_OpenList;

		private Point3D m_Goal;

		public int Heuristic( int x, int y, int z )
		{
			x -= m_Goal.X - m_xOffset;
			y -= m_Goal.Y - m_yOffset;
			z -= m_Goal.Z;

			x *= 11;
			y *= 11;

			return (x*x)+(y*y)+(z*z);
		}

		public override bool CheckCondition( Mobile m, Map map, Point3D start, Point3D goal )
		{
			return Utility.InRange( start, goal, AreaSize );
		}

		private void RemoveFromChain( int node )
		{
			if ( node < 0 || node >= NodeCount )
				return;

			if ( !m_Touched[node] || !m_OnOpen[node] )
				return;

			int prev = m_Nodes[node].prev;
			int next = m_Nodes[node].next;

			if ( m_OpenList == node )
				m_OpenList = next;

			if ( prev != -1 )
				m_Nodes[prev].next = next;

			if ( next != -1 )
				m_Nodes[next].prev = prev;

			m_Nodes[node].prev = -1;
			m_Nodes[node].next = -1;
		}

		private void AddToChain( int node )
		{
			if ( node < 0 || node >= NodeCount )
				return;

			RemoveFromChain( node );

			if ( m_OpenList != -1 )
				m_Nodes[m_OpenList].prev = node;

			m_Nodes[node].next = m_OpenList;
			m_Nodes[node].prev = -1;

			m_OpenList = node;

			m_Touched[node] = true;
			m_OnOpen[node] = true;
		}

		public override Direction[] Find( Mobile m, Map map, Point3D start, Point3D goal )
		{
			if ( !Utility.InRange( start, goal, AreaSize ) )
				return null;

			m_Touched.SetAll( false );

			m_Goal = goal;

			m_xOffset = (start.X + goal.X - AreaSize) / 2;
			m_yOffset = (start.Y + goal.Y - AreaSize) / 2;

			int fromNode = GetIndex( start.X, start.Y, start.Z );
			int destNode = GetIndex( goal.X, goal.Y, goal.Z );

			m_OpenList = fromNode;

			m_Nodes[m_OpenList].cost = 0;
			m_Nodes[m_OpenList].total = Heuristic( start.X - m_xOffset, start.Y - m_yOffset, start.Z );
			m_Nodes[m_OpenList].parent = -1;
			m_Nodes[m_OpenList].next = -1;
			m_Nodes[m_OpenList].prev = -1;
			m_Nodes[m_OpenList].z = start.Z;

			m_OnOpen[m_OpenList] = true;
			m_Touched[m_OpenList] = true;

			BaseCreature bc = m as BaseCreature;

			int pathCount, parent;
			int backtrack = 0, depth = 0;

			Direction[] path = m_Path;

			while ( m_OpenList != -1 )
			{
				int bestNode = FindBest( m_OpenList );

				if ( ++depth > MaxDepth )
					break;

				if ( bc != null )
				{
					MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
					MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
				}

				MoveImpl.Goal = goal;

				int[] vals = m_Successors;
				int count = GetSuccessors( bestNode, m, map );

				MoveImpl.AlwaysIgnoreDoors = false;
				MoveImpl.IgnoreMovableImpassables = false;
				MoveImpl.Goal = Point3D.Zero;

				if ( count == 0 )
					break;

				for ( int i = 0; i < count; ++i )
				{
					int newNode = vals[i];

					bool wasTouched = m_Touched[newNode];

					if ( !wasTouched )
					{
						int newCost = m_Nodes[bestNode].cost + 1;
						int newTotal = newCost + Heuristic( newNode % AreaSize, (newNode / AreaSize) % AreaSize, m_Nodes[newNode].z );

						if ( !wasTouched || m_Nodes[newNode].total > newTotal )
						{
							m_Nodes[newNode].parent = bestNode;
							m_Nodes[newNode].cost = newCost;
							m_Nodes[newNode].total = newTotal;

							if ( !wasTouched || !m_OnOpen[newNode] )
							{
								AddToChain( newNode );

								if ( newNode == destNode )
								{
									pathCount = 0;
									parent = m_Nodes[newNode].parent;

									while ( parent != -1 )
									{
										path[pathCount++] = GetDirection( parent % AreaSize, (parent / AreaSize) % AreaSize, newNode % AreaSize, (newNode / AreaSize) % AreaSize );
										newNode = parent;
										parent = m_Nodes[newNode].parent;

										if ( newNode == fromNode )
											break;
									}

									Direction[] dirs = new Direction[pathCount];

									while ( pathCount > 0 )
										dirs[backtrack++] = path[--pathCount];

									return dirs;
								}
							}
						}
					}
				}
			}

			return null;
		}

		private int GetIndex( int x, int y, int z )
		{
			x -= m_xOffset;
			y -= m_yOffset;
			z += PlaneOffset;
			z /= PlaneHeight;

			return x + (y * AreaSize) + (z * AreaSize * AreaSize);
		}

		private int FindBest( int node )
		{
			int least = m_Nodes[node].total;
			int leastNode = node;

			while ( node != -1 )
			{
				if ( m_Nodes[node].total < least )
				{
					least = m_Nodes[node].total;
					leastNode = node;
				}

				node = m_Nodes[node].next;
			}

			RemoveFromChain( leastNode );

			m_Touched[leastNode] = true;
			m_OnOpen[leastNode] = false;

			return leastNode;
		}

		public int GetSuccessors( int p, Mobile m, Map map )
		{
			int px = p % AreaSize;
			int py = (p / AreaSize) % AreaSize;
			int pz = m_Nodes[p].z;
			int x, y, z;

			Point3D p3D = new Point3D( px + m_xOffset, py + m_yOffset, pz );

			int[] vals = m_Successors;
			int count = 0;

			for ( int i = 0; i < 8; ++i )
			{
				switch ( i )
				{
					default:
					case 0: x =  0; y = -1; break;
					case 1: x =  1; y = -1; break;
					case 2: x =  1; y =  0; break;
					case 3: x =  1; y =  1; break;
					case 4: x =  0; y =  1; break;
					case 5: x = -1; y =  1; break;
					case 6: x = -1; y =  0; break;
					case 7: x = -1; y = -1; break;
				}

				x += px;
				y += py;

				if ( x < 0 || x >= AreaSize || y < 0 || y >= AreaSize )
					continue;

				if ( CalcMoves.CheckMovement( m, map, p3D, (Direction)i, out z ) )
				{
					int idx = GetIndex( x + m_xOffset, y + m_yOffset, z );

					if ( idx >= 0 && idx < NodeCount )
					{
						m_Nodes[idx].z = z;
						vals[count++] = idx;
					}
				}
			}

			return count;
		}
	}
}
